ProjectDDD/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/SubtreeReferenceSelector.cs
2025-08-19 18:53:26 +09:00

42 lines
1.4 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions
{
using Opsive.BehaviorDesigner.Runtime;
using Opsive.GraphDesigner.Runtime;
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
/// <summary>
/// Allows for subtrees to be loaded at runtime into the tree.
/// </summary>
[NodeDescription("Selects a subtree based on the index value.")]
public class SubtreeReferenceSelector : SubtreeReference
{
[Tooltip("The index of the subtree that should be selected.")]
[SerializeField] protected SharedVariable<int> m_Index;
private Subtree[] m_Selection;
public override Subtree[] Subtrees => m_Selection != null ? m_Selection : m_Subtrees;
/// <summary>
/// Performs any runtime operations to evaluate the array of subtrees that should be returned.
/// </summary>
/// <param name="graphComponent">The component that the node is attached to.</param>
public override void EvaluateSubtrees(IGraphComponent graphComponent)
{
if (m_Index.Value < 0 || m_Index.Value >= m_Subtrees.Length) {
return;
}
m_Selection = new Subtree[] { m_Subtrees[m_Index.Value] };
}
}
}
#endif